How to play Tapple
Learn the rules to the board game Tapple quickly and concisely - This video has no distractions, just the rules.
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RULES:
The object of the game is to be the first player to collect 3 cards. Remove the cards from the storage compartment. Turn on the unit and set it right side up on the table. Pick a player to go first them play proceeds clockwise. Draw a category card and pick one category from either side and read it aloud. If you pick “Player’s choice”, then you get to make up whatever category you want. To start the round, press the center button and play begins.
On your turn, you have 10 seconds to give an answer to the category that starts with an available letter on the Tapple wheel. Once you give your answer, press down on the corresponding letter that your answer starts with, then press the center button, then your turn ends and the next player has 10 seconds. Players may not give an answer that starts with a letter that has already been used.
If you fail to give a correct answer when the time runs out, or you give an answer that doesn’t fit the category as decided by the majority of the players, or you press down a letter to an unaccepted answer, then you are eliminated from the round. The next player taps the button and play continues skipping you. Keep playing until only one player remains, then that player wins the round and collects the category card in front of them.
To start the next round, draw a new card and push the release lever to reset the keys. While playing, if all the letters are used and there are still multiple players remaining in the round, then play an overtime round with a new category card. Reset the letters but now each player must give two answers on their turn instead of one. If multiple players survive the overtime round, then repeat with 3 answers each turn.
The first player to collect 3 category cards, wins!
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How to play Megaminx
Learn the rules to the puzzle game Megaminx quickly and concisely - This video has no distractions, just the rules.
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RULES:
The object of this single player puzzle game is to unscramble the dodecahedron so that all 12 sides only contain 1 color each. Scramble the dodecahedron by rotating and twisting it in random directions. Once all the colored points are adequately mixed, you must now rotate and twist to manipulate the dodecahedron however you like until all 12 sides are a single color. You may not disassemble or damage the dodecahedron in any way.
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How to play Hues and Cues
Learn the rules to the board game Hues and Cues quickly and concisely - This video has no distractions, just the rules.
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RULES:
The object of the game is to score the most points. Lay out the board and give each player 3 pieces of the same color. Players place one of their pieces to the left of the score track. Shuffle the color cards to form a face-down draw pile. Set the scoring frame to the side. The player wearing the most colorful outfit is the cue giver first, then the role rotates clockwise each round.
On your turn as the cue giver, draw 1 card from the top of the deck and secretly look at it. Pick one color on the card then tell all the other players a one-word cue that will help them guess the color you picked. The cue may be any single word except:
• It may not be a color name from this list: purple, blue, green, red, pink, yellow, orange, brown, white, black, gray. Abstract colors like “lavender” or “seafoam” are acceptable.
• You may not refer to the color’s position on the board, or the letters, or numbers.
• You may not refer to any object in the room.
• You may not repeat a clue already used earlier in the game.
Now, starting with the player to your left and proceeding clockwise, all the other players must make a guess to what your color is by placing one of their pieces on any empty color square on the board. Players may not guess a color that already has a piece on it and pieces may not be moved. Once all the other players have placed their first piece, then you may give a two-word cue. The two words must follow the same guidelines as before. This includes not using words like “lighter” or “darker” to suggest a position on the board relative to the first guesses made.
Now, this time, in counterclockwise order from you, every other player makes a second guess with their piece on any unoccupied space on the board. Once all the other players have guessed, you then reveal your color and place the scoring frame centered around that space. Use the letter and number grid to properly align it. You, as the cue giver, receive 1 point for every player piece that is located within the scoring frame. In a 3-player game, receive 2 points per piece instead.
All the other players receive points based on each of their piece’s proximity to the correct color. An exact guess of the correct color is worth 3 points. A guess that is off by one space in any direction is worth 2 points. A guess off by 2 spaces is worth 1 point and all other guesses are worth 0 points. Use the scoring frame to help you calculate points quickly. Players advance their pieces along the scoring track the appropriate number of spaces.
The cue giver is allowed to pass on giving the second two-word cue if they want. If that happens, then all the other players do not place down their 2nd pieces, but instead, scoring happens immediately.
After scoring, all guessing pieces are removed from the board and the role of cue giver rotates clockwise by one and a new round is played. In a 3 to 6 player game, the game continues until each player has been the cue giver twice, or, in a 7 or more player game, each player is the cue giver once. Then the game ends and the player with the most points wins. In the event of a tie, play tie breaker rounds until you get a winner.
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How to play Tabletop Curling
Learn the rules to the tabletop game Curling quickly and concisely - This video has no distractions, just the rules. For a refresher of the rules of Shuffleboard, check out this video: https://youtu.be/_W6D9MyUEn4
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RULES:
The rules are the same as shuffleboard except for these changes. The foul line is called the “hog” line and instead of numbered zones, you slide towards the “House”, with the aim to be closest to the center, which is called “the button”. The team that has a stone closest to the button wins the round. The winning team scores 1 point for each stone that is closer to the button than their opponent’s closest stone. A stone overlapping the outside of the house still counts. If the closest stone is a tie, or no stones are in the house, then no team scores. The first team to score 21 points, wins.
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How to play Telestrations
Learn the rules to the board game Telestrations quickly and concisely - This video has no distractions, just the rules.
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RULES:
The object of the game is to have fun and laugh. Place the card box, timer, cloths, and die on the center of the table. Pick a side to the cards: yellow or blue. Give each player a sketch book, marker, and 1 card. Each player writes their name in their book. Roll the die and each player matches the number to the word or phrase on their card and writes it in their book. Players keep it hidden from others. If there is a bank space on your card, then you get to use any word or phrase you want. If you see an underlined category, then you get to pick anything that falls within that category. If you see this icon, then you can pick any of the words on the card, not just the one that was rolled.
If you are playing with an even number of players, everyone turns to page 1 and prepares to draw their word. If you are playing with an odd number of players, then everyone passes their book to the player on their left who then turns to page 1 and prepares to draw the word on that book. When everyone is ready, flip the timer. Everyone draws the word on their book. You may not use letters or number or leave the page blank; you must draw something.
Once the time runs out, everyone stops and passes their book to the player to their left. Each player now looks at the drawing then flips the page and write the word or phrase they think the picture is of. You may not leave the page blank or draw a question mark, you must write something. Once everyone is finished, you pass to the left again and repeat the process of drawing, writing, drawing, writing, until your original book makes it back to you.
Now, one at a time, each player takes a turn flipping through their book from beginning to end to show everyone what the outcome was. Erase the boards to play again. If you want to play more competitively, you can play for points. At the end of each round, after you reveal the outcomes in your own book, give 1 point to the player with your favorite sketch in your book, 1 point to the player with your favorite guess in your book, and give yourself one point if the last guess matches the secret word. For even more competitive scoring, as you reveal your book, guessers earn 1 point if their guess matches your secret word and sketchers earn 1 point if their sketch helped a guesser make a match.
You can mix up play by changing seats, direction of the pass, drawing with your other hand, or use your own words instead of the cards.
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How to play Blank Slate
Learn the rules to the board game Blank Slate quickly and concisely - This video has no distractions, just the rules.
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RULES:
The object of the game is to be the first player to reach 25 points. Layout the score board and give each player a slate and dry-erase marker. Write in the player names next to their matching color on the score board. Pick one player to be the first “Selector”. The selector draws a word cue from the draw side of the box, reads it aloud, then places it face-up on the table. Every other player must now write an answer on their slate based on the cue that they think only 1 other player will also choose.
The word cues are common word phrases that are missing their front or back half. Answers then try to fill in those blanks appropriately. Answers must be a single word. They can be any word, but they may not be a single letter. Answers can be a single syllable or word that forms a compound word, or a word that creates a proper noun.
Once everyone has written an answer then all players reveal their answers and points are scored. Each player who has a unique answer that no other player wrote down, scores 0 points. Each player who has an answer that 3 or more total players wrote down, scores 1 point. Each player who has an answer that exactly 1 other player wrote down, scores 3 points. Points are marked on the score board.
The selector discards the card to the box and role of the selector rotates clockwise by one and a new round is played. Play continues until 1 player has 25 or more points, then that player is the winner.
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How to play MegaCheckers
Learn the rules to the board game MegaCheckers quickly and concisely - This video has no distractions, just the rules.
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RULES:
The object of the game is to be the last player remaining. Layout the red side of the board and place the checkers, king side down, in their starting positions like so. Each player picks a color. Black goes first, then play proceeds clockwise. On your turn you must move 1 checker, then your turn ends. Checkers move one space diagonally in any direction. Checkers jump opponent checkers that are adjacent to it to an empty space on the opposite side in a straight line. Jumped pieces are removed from the board. You can string together multiple jumps in a single move. Each jump in a string of jumps needs to be in a straight line, however, after each jump you can pivot direction. You are allowed to jump pieces of both players in successive jumps. If multiple options for jumps are available, you decide which one to perform.
In tournament rules, jumps are mandatory, and you cannot make another play if there is an available jump. In family rules, jumps are still mandatory, however if you fail to make a possible capture, then the player who should have been jumped may remove any one of your pieces from the board instead as a penalty. Doing so does not count as that player’s turn and they can still move a piece. If the player who should have been jumped, and only that player, doesn’t notice by the time they move one of their pieces, then the penalty is ignored. If the 3rd player points out that they should have been jumped, then that 3rd player loses their turn. Before starting a game, decide which way you will play.
Whenever a checker reaches an opponent’s king space, as indicated by this symbol, then that checker is promoted to a king by flipping it over. Kings can move 1 space in any direction including onto the other color. Kings jump in a straight line in any direction and can jump pieces on both colors. King jumps are not optional, and Kings can be jumped by any piece.
Around the board are black holes. Any piece that moves into a black hole is removed from the board. If a forced jump causes your opponent to jump your piece into a black hole, then your piece is safe and only their piece is removed from the board. If a piece jumps multiple pieces, then ends in a black hole, then none of the jumped pieces are removed from the board and only the piece that ended in the black hole is removed.
You may resign in the middle of a game if you like. If you do, there are 2 options. Option 1. All your pieces are removed from the board. Option 2. Your pieces stay on the board but do not move. Other players may choose to jump your pieces and capture them if they want. Pick which option you will use at the beginning of the game.
Once only 2 players remain in the game, they can agree to a draw. If they do, they tie but the eliminated player still loses. If you are in a position where you can’t make a legal play, then you lose. The last player with checkers remaining on the board, wins!
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How to play Rubik's Cage
Learn the rules to the board game Rubik's Cage quickly and concisely - This video has no distractions, just the rules.
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RULES:
The object of the game is to be the first player to get a 3 in a row of your pieces on one face of the cage horizontally, vertically, or diagonally. Empty the cage and place it between the players. Each player selects colors based on the number of players: 3 colors each for 2 players, 2 colors for 3 players, and 1 color each for 4 players. Players take all the cubes of their colors. Extra colors will not be used. If players have more than one color, then the 3 in a row must be of the same color. The youngest player goes first, then play proceeds clockwise. On your turn you may perform one of 3 actions:
1. Drop a cube: remove the top door and place one of your cubes in any empty space on top of the cage, then replace the door.
2. Twist the cage: turn one layer of the cage a quarter turn.
3. Flip the cage: turn the cage upside down.
You may not perform an action that directly undoes the previous player’s last move. If you run out of cubes, then, on you turn, you may only twist or flip the cage. If every player runs out of cubes, then the games ends in a draw. Otherwise, the first player to get a 3 in a row of their pieces of the same color on one face of the cube, wins.
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Learn Settlers of Catan in 42 Seconds #shorts
Learn the rules to the board game Clue quickly and concisely - This visually rich video has no distractions, just the rules.
For the full gameplay rules, check out this video:https://youtu.be/cPhX_1RiwEg
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RULES:
Assemble the board with random numbers. Put the robber in the desert and water on the edges, ports every other. Clockwise, each player places a settlement and road, then reverse with one more. On your turn, roll dice and players with adjacent settlements and cities collect resources as indicated. If you roll a 7, everyone with 8 or more cards discards half, then move the robber and steal a card. Trade your resources with others or the bank. Buy and build to expanding your empire. Play a max of 1 development card each turn. The first to 10 victory points, wins!
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How to play Eitan's Twist Cube
Learn the rules to the puzzle game Eitan's Twist Cube quickly and concisely - This video has no distractions, just the rules.
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RULES:
The object of this single player puzzle game is to unscramble the cubes so that all 6 sides of the twisted cube only contain 1 color. Scramble the cube by rotating the faces in random directions. Once all the colored squares are adequately mixed, you must now rotate and twist to manipulate the cubes however you like until all the sides of the cubes are a single color. You may not disassemble or damage the cubes in any way.
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How to play Sorry Diced!
Learn the rules to the board game Sorry Diced! quickly and concisely - This video has no distractions, just the rules.
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RULES:
The object of the game is to be the first player to get all their pawns to their home. Layout the start base and place all the pawns on their matching color wedge. Use all 16 pawns even no matter the number of players. Each player takes a home base and places it in front of them, then picks a color and slides the dial to reveal it. Players must pick different colors. The youngest player goes first, then play goes to the left.
On your turn roll all 3 dice then follow these steps in order: 1. Color pawn. For every color pawn you roll, take one pawn of that color from its start base, or if there are none, from another player’s waiting area. If the pawn matches your home wedge, place it there. If not, then place it in your waiting area. You may never take a pawn from a home wedge.
2. Wild pawn. For every wild pawn you roll, you must take a pawn of any color as you did before. 3. Sorry: For every sorry you roll, take a pawn of any color from any player’s home wedge. If it matches your home wedge, place it there. If not, place it in your waiting area. If no player has a pawn in their home wedge, do nothing.
4. Slide. For every slide you roll, you may slide the dial on your home base to any other home color. If you do, remove all your pawns currently there to your waiting area, then move all pawns in your waiting area that match the new wedge color to your home wedge. OR you may force another player to slide their home board to a new color of your choice, and they move pawns as previously described. Players are allowed to have the same home color.
After completing these steps in this order, your turn ends and the next player goes. The first player to get 4 pawns into their home wedge, wins!
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How to play Mini-Shuuro
Learn the rules to the Shuuro variant Mini-Shuuro quickly and concisely - This video has no distractions, just the rules. For a refresher of the original Chess rules, check out this video: https://youtu.be/aZg9bLtv8AE
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RULES:
The rules are the same as regular Shuuro except for these changes. Players form their armies using 200 points instead of 800 with a maximum quantity of 10 pieces instead of 32. With a max of 6 pawns. Use a smaller 6 by 6 board and 2 pillars instead of 8. The first player to checkmate their opponent, wins.
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How to play Shuuro
Learn the rules to the Chess variant Shuuro quickly and concisely - This video has no distractions, just the rules. For a refresher of the original rules of Chess, check out this video: https://youtu.be/fKxG8KjH1Qg
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RULES:
The rules are the same as regular chess except for these changes. Layout the board and each player secretly forms their army on their roster sheet. Each player has a total of 800 points from which they can purchase pieces. The cost of each piece is listed here, and the maximum allowed quantity is here. You may not have more than 32 pieces total in your army and one of those pieces must be a king. Once both players have finished purchasing their armies you prepare the battlefield.
The board is divided into 4 quadrants, each made up of a 6 by 6 area. Roll a single 6-sided die two times to determine which square within the quadrant a pillar is placed. Repeat this step until there are two pillars within in each quadrant. If you roll the same results for the second pillar as for the first, then the second is not placed and that quadrant will only have 1 pillar in it. Once a pillar is placed, it may not be moved for the remainder of the game. Pillars are obstacles that block the square they are on so that no piece, except for a knight, can move onto it or through it.
Once all the pillars have been placed players then deploy their armies. Each player takes pieces from their roster and places them next to the board so their opponent can see them. Each player rolls a die, and the lowest number goes first placing a single piece, then turns alternate. The deployment rules are: once you touch a piece, you must place it on the board. Once you release a piece on the board, you may not move it. If you finish placing all your pieces before your opponent does, then skip your turn.
The king must be your first piece deployed and it must be placed somewhere within the center 6 squares on your closest row. Next, you must place your nobles. Nobles are knights, bishops, rooks, and queens. They may be placed in any order. Nobles cannot be placed on your 2nd row until your first row is filled. Likewise on your 3rd row until your 2nd is filled. Pieces may not be deployed on top of pillars, except for knights. However, a knight cannot be deployed to the 2nd row until all the pillars and squares on the first row are full; nor the 3rd until the 2nd is full. After placing all your nobles, pawns are deployed the same way except they may never be placed on your closest row, even if there are still empty squares there.
After both players have deployed all their pieces, fighting begins. Both players roll rice to determine who moves first. It is possible, and legal, to begin the game in check or to capture your opponent’s king on the very first turn, thus winning the game immediately. Pawns that start the game on your 3rd row are not allowed to perform their initial double step move option, but pawns on your 2nd row still can. En passant is allowed like normal. Pawns promote like normal when they reach the opposite side of the board. Castling is not allowed. Only Knights are allowed to jump over pillars or move onto and off them.
The first player to checkmate their opponent, wins.
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How to play Space Chess
Learn the rules to the chess variant Space Chess quickly and concisely - This video has no distractions, just the rules. For a refresher of the original rules of Chess, check out this video: https://youtu.be/fKxG8KjH1Qg
Don't own the game? Buy it here:
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RULES:
The rules are the same as regular chess except for these changes. Layout the board with each level oriented so the board notations line up on top of each other. Setup the black pieces on board “A” and the white pieces on board “C”.
On each piece’s first move of the game, that piece must transfer to the same relative space on the next adjoining level, up one level for white and down 1 level for black, at the end of the move, with the following exceptions: 1. The destination space on the next level must be vacant, if it is blocked then the piece doesn't change levels. 2. The king has the option of staying on its current level if you want, and if you castle you can choose to keep the rook and king on the same level or move both of them to the next level. the king and rook must stay together, you may not change levels for just one of them. 3. If your king is in check, then you may use a piece’s first move and remain on the same level if it stops the threat. 4. If a piece’s first move lands on a star space, that piece may move 2 levels instead of one if you want.
After a piece’s first move, the only way for it to change levels is by ending a turn on a star square. If it does, it can move to the same relative vacant star square on either level if you want, it doesn't matter if a piece is in between. Pieces may only move between levels after their normal move is complete, they may not change levels before moving is starting the turn on a start or king space. Pieces may only capture enemy pieces that start the move on the same level. You may not capture across levels. If you capture a piece on a star space, then after the capture you may move levels if you want.
The king square is a special square that allows either king to move exactly one level up or down to the same relative location, if that square is vacant, if you want. The king is allowed to move to an adjacent king square and change levels to escape check or checkmate. The king cannot move to a start or king square that is threatened, even if the space on another level is safe. Likewise, a king cannot travel to another level if the destination space is threatened.
Pawns promote like normal when they reach the opposite side of any board level. En passant is allowed like normal even if the pawn being captured changed levels at the end of its move. The frame holding up the board does not block or impede movement. The first player to checkmate their opponent, wins!
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How to play MegaChess
Learn the rules to the chess variant MegaChess quickly and concisely - This video has no distractions, just the rules. For a refresher of the original rules of Chess, check out this video: https://youtu.be/fKxG8KjH1Qg
Don't own the game? Buy it here:
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RULES:
The rules are the same as regular chess except for these changes. The object if to be the last player remaining. Layout the blue side of the board and, centered, along the flat edge, setup white’s pieces as you normally would. Setup black on the left and red on the right. Leave the 4th row empty and start with a rook in the outer 5th row, then follow the diagonal path up on the outside of the board setting up the pieces as you normally would with the kings across from each other on row 9. Place paws to the right of black and the left of red. White goes first then play proceeds clockwise.
Pawns are allowed to move 1 space forwards, backwards, left, or right, and capture 1 space in any diagonal direction, including backwards to their back row. Pawns are still allowed their initial double step move option but with the added benefit that they may combine any two movement for both steps, either moving 2 in one direction, or 1 space in two directions. They may not move diagonally. Pawns may not combine a capture with a movement for their double step move. En Passant is allowed like normal if at least one of the spaces passed is capturable. Pawns promote when they reach the back row starting pace of either opponent’s higher rank pieces. The rear rank starting empty spaces do not allow for a promotion.
Castling is allowed like normal. To castle on the diagonals, move your king two spaces towards the rook along the outside edge of the board then move the rook to the opposite side of the king. Checkmate is considered pending until the checkmated player has their next turn. If the third players’ turn is in between, then they have the option to stop the checkmate with their move if they want. If a player moves a piece so that a check is created by another player. Then that player may not capture that king if their turn is next. Instead they must make a different move and if the check remains after that turn, then the following player needs to address it.
A player may resign at any time. When a player is checkmated or resigns, they are eliminated form the game. There are 3 options to play with to determine what happens next that you should determine before stating the game. Option 1: Remove all the eliminated player’s pieces from the board. Option 2. Leave the eliminated player’s pieces on the board. Those pieces may not be moved or captured and are obstacles for the remainder of the game. Option 3. Leave the pieces on the board, they may not move, but they may be captured like normal by the remaining players.
If you reach a stalemate at any point in the game by any single player, then the entire game ends in a draw for all 3 players, even if one of them had been eliminated earlier.
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How to play Spherical Chess
Learn the rules to the Chess variant Spherical Chess quickly and concisely - This video has no distractions, just the rules. For a refresher of the original Chess rules, check out this video: https://youtu.be/fKxG8KjH1Qg
Don't own the game? Buy it here: https://buy.triplesgames.com/SphericalChess
RULES:
The rules are the same as regular chess except for these changes. Set out the sphere and at the top pole, place black’s King on any white triangle space. Proceeding clockwise from the king, place: queen, bishop, knight, rook, rook, knight, bishop. Place pawns on the next row out. On the bottom of the sphere, mirror White’s pieces so that each type of piece is on the same column as its opponent’s matching piece.
Players are only allowed to rotate the sphere on their turn, but they may move their body around the sphere for a better viewing angle at any time so long as it doesn’t impede their opponent’s turn. Pawns move forward towards their opponent’s pole. Pawns promote like normal when they reach any of their opponent’s rear rank starting positions. En passant is allowed like normal.
There are no edges to the board. Pieces can travel around its circumference and across the top and bottom poles. Pieces may not travel around the board and end on the same space it started on in a single move, it must end its move on a different space. When traveling across a pole, the 2 triangle spaces directly opposite each other are both orthogonally and diagonally adjacent.
Rooks move in a straight line across a pole. Knights count the triangle space opposite as one of its normal spaces to determine its movement. The knights 90 degree turn in its movement will allow it to move to some unique spaces when near a pole.
Diagonal movement across a pole continues out of the opposite triangle in the opposite rotation it entered. It is as if the two opposite triangles are smashed together to form a single space with four corners. Then the diagonal movement travels out of the opposite corner it entered. For example: if a bishop travels into a pole counterclockwise, it will continue its movement clockwise out of the opposite triangle space.
You can choose to stop a diagonal movement before crossing the pole, or on the triangle space immediately after crossing the pole, if you want. A bishop or queen starting its diagonal move on a triangle space next to a pole, is allowed to cross the pole and travel in either diagonal direction out of the opposite triangle.
If the king is in a triangle space, it is allowed to move across the pole to the opposite triangle. A king may not move to any other triangle space that isn’t adjacent to it. To castle: move the king 2 spaces around the pole towards either rook, then move the rook to the other side of the king. You are allowed to castle both clockwise and counterclockwise with the same rook if all the spaces in between are vacant. You may not castle across a pole. The first player to checkmate their opponent, wins!
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Learn Ticket to Ride in 15 seconds #shorts
Learn the basic rules to the board game Ticket to Ride in 15 seconds. #shorts
For the full gameplay rules, check out this video:
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RULES:
Draw, or play matching cards, to place colored train tokens, on a matching color route on the board, to complete specific destinations, to earn the most points.
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How to play Washer Toss
Learn the rules to the outdoor game Washer Toss quickly and concisely - This video has no distractions, just the rules. For a refresher on the rule of Bean Bag Toss, check out this video: https://youtu.be/7Qjl-T5Uk5M
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RULES:
The object of the game is to be the first team to score 21 points, win by 2. Setup the boards with the black side up 15 feet apart slanting in towards each other. Each team picks a side of one of the boards and their teammate goes directly in front of them next to the other board. Give each team 3 washers of the same color. Pick a team to throw first, then throws alternate between the 2 players from opposite teams.
On your turn, you throw 1 of your washers into the holes of the board across from you. When you throw, you may not step past the front edge of the board that is next to you. You may throw the washer however you like. After you throw 1 washer, your opponent throws 1 washer, and you alternate throws until all the washers are thrown. washers may not be moved after thrown nor rethrown. Once all 6 washers have been thrown, you calculate points.
washers score 1 point if they are in the front hole, 2 in the middle, and 3 in the back hole. A washer not inside a hole at the end of the round scores 0 points. Each team’s points cancel each other out so only 1 team will score each round. For example, if red has 1 point and blue has 6 points, then blue would score 5 points for the round and add it to their score.
Gather up the washers and the team that scored the most points in the round throws first in the next round. If it is a tie, then the team that threw first last round throws first again. Rounds also alternate which set of players throws and the direction of the throws.
The first team to reach 21 points or more points, leading by 2, wins!
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How to play Tower of Hanoi
Learn the rules to the puzzle game Tower of Hanoi quickly and concisely - This video has no distractions, just the rules.
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RULES:
The object of the single player puzzle game is to move the tower from one post to another post. Layout the board with the tower on any single post with the largest disc on the bottom and descending in size so the smallest is on top. You may only move 1 disc at a time to any of the 3 posts as many times as you like. You may not move a bigger disc on top of a smaller disc. Move the entire tower from one post to another to win!
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How to play Uno Ultimate
Learn the rules to the card game Uno Ultimate quickly and concisely - This video has no distractions, just the rules. For a refresher of the original Uno rules, check out this video: https://youtu.be/_CvaIyRE1Tw
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RULES:
The rules are the same as regular uno except for these changes. The object of the game is to be the first player to get rid of all the cards in your hand or be the land player with cards left in your deck.
Each player picks a character deck and places their matching character card, as indicated by their name at the top, in front of them, then separates the purple cards from their deck. All players’ purple cards are combined and shuffled into a single “danger deck” and placed face down on the table. You should only use purple cards from the decks that are being used by players as indicated by the character symbol on each card. Each player shuffles their own deck and places it next to their character card then draws 7 cards from it.
The youngest player goes first and plays 1 card to start a central discard pile that all players will share, then play initially proceeds clockwise with traditional uno rules.
Whenever you play a card with a danger icon, you must flip over the top card of the danger deck. If it is an event, then follow the instructions and discard it next to the danger deck. If it is an enemy, then follow its flip instructions then place the enemy in front of your character. Replacing any enemy that is currently there by discarding it. This does not count as defeating that enemy. This enemy is now attacking you. While you have an enemy attacking you, you must follow its special rules. To defeat an enemy, you must play a correct card, either a color, number card, action card, a card with a danger icon, or a wild card. Wild cards may not be used to defeat enemies unless the defeat cost specifically shows a wild symbol. Defeated enemies are discarded. If the danger deck runs out of cards, then shuffle its discard into a new deck. If you defeat an enemy with a card that has a danger icon, then the enemy is considered defeated and discarded before the new danger card is flipped.
Each character has a special ability that can be used during your turn. Wild cards have special instructions on them you perform when you play them. Some terms on these card to know are:
-Draw: add cards from your personal deck to your hand then end your turn.
-Add: add cards from your personal deck to your hand but do not end your turn.
-Burn: take the number of cards indicated from the top of your deck and place them face up in a pile next to it called your burn pile. When burning cards, you always burn them one at a time and you can burn cards from your hand only if it specifically says so.
-Recover: take the number of cards indicated one at a time from the top of your burn pile, unless otherwise specified, and add them to the bottom of your deck.
If you are waiting to skip your turn and another skip gets added to you, then you ignore that skip and attacking enemies do not affect you when your turn is skipped. If your personal deck runs out of cards, then you are eliminated from the game. The first player to get rid of all the cards in their hand, wins. At the end of the game, sort the cards back into the decks as indicated by their character symbol. Special foil cards can be used to replace their matching cards in your deck if you want.
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How to play Monopoly Diced!
Learn the rules to the board game Monopoly Diced quickly and concisely - This video has no distractions, just the rules.
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RULES:
The object of the game is to be the first player to earn 15,000 points. Place the board in the center of the table and the dice nearby. Give each player a scoresheet and pencil. Pick a player to go first then play proceeds clockwise. On your turn, set aside the house and hotel die and roll the remaining dice. Immediately record 200 points for each “Go” you roll. Place any policeman you roll on matching Go to Jail spaces on the gameboard. Decide which property dice you want to keep, if any and place them on their matching space on the board. Property dice each have their own value as indicated by the die. If you collect all the squares for a colored set, then you earn the value on the board for that color group instead.
The chance symbol is a wild that may be used on any square, but you may only have one chance per color set. You are not allowed to remove or move a die once it has been placed on the board. Blank dice do nothing. After you have set your dice on the board you can either continue your turn and roll the remaining dice again or you can stop and score points. You are allowed to continue and roll dice as many times as you choose, however, once you roll 3 policemen, then your turn ends immediately and you score 0 points for the round, removing any points you scored for go’s and hotels that turn as well. Remove all the dice from the board and the next player goes.
If you choose to roll again, you must roll all the dice not currently on the board, you may not pick and choose which remaining dice to roll. When you fill all the squares for a colored property set, excluding railroads and utilities, then add the hotel die to the remaining dice you get to roll. If you roll a house, take 1 house and put it in front of you, if you roll a broken house, return a house from in front of you. If you roll a hotel and you currently have 4 houses in front of you, then score 5,000 points. If you roll a get out of jail free, then if you have any policemen on the board, remove 1 of them and add it to your remaining dice to get rolled.
Once you decide to stop rolling, you score points for each color group you have as indicated by the number on the board for each group. If you have any incomplete groups, score points for all the dice in the group of the highest value. You can only score for one incomplete group. For each house you have, score 1000 points. Record your score, then remove all the dice from the board and return any houses and the next player goes. The first player to reach 15,000 points wins. For a shorter game, play to 10,000 and for a longer game play to 25,000. Record your target score on the top of the scoresheet to help you remember what you are playing to.
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How to play Bean Bag Toss
Learn the rules to the outdoor game Bean Bag Toss quickly and concisely - This video has no distractions, just the rules.
Don't own the game? Buy it here:
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RULES:
The object of the game is to be the first team to score 21 points, win by 2. Setup the boards with the wood side up 15 feet apart slanting in towards each other. Each team picks a side of one of the boards and their teammate goes directly in front of them next to the other board. Give each team 3 bags of the same color. Pick a team to throw first, then throws alternate between the 2 players from opposite teams.
On your turn, you throw 1 of your bags into the holes of the board across from you. When you throw, you may not step past the front edge of the board that is next to you. You may throw the bag however you like. After you throw 1 bag, your opponent throws 1 bag, and you alternate throws until all the bags are thrown. Bags may not be moved after thrown nor rethrown. Once all 6 bags have been thrown, you calculate points.
Bags score 1 point if they are in the front hole, 2 in the middle, and 3 in the back hole. A bag not inside a hole at the end of the round scores 0 points. Each team’s points cancel each other out so only 1 team will score each round. For example, if blue has 3 points and red has 5 points, then red would score 2 points for the round and add it to their score.
Gather up the bags and the team that scored the most points in the round throws first in the next round. If it is a tie, then the team that threw first last round throws first again. Rounds also alternate which set of players throws and the direction of the throws.
The first team to reach 21 points or more points, leading by 2, wins!
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How to play Bean Bag Toss
Learn the rules to the outdoor game Bean Bag Toss quickly and concisely - This video has no distractions, just the rules.
Don't own the game? Buy it here:
https://buy.triplesgames.com/BeanBagToss
(As a GoSports Affiliate, I earn from qualifying purchases)
RULES:
The object of the game is to be the first team to score 21 points, win by 2. Setup the boards with the wood side up 15 feet apart slanting in towards each other. Each team picks a side of one of the boards and their teammate goes directly in front of them next to the other board. Give each team 3 bags of the same color. Pick a team to throw first, then throws alternate between the 2 players from opposite teams.
On your turn, you throw 1 of your bags into the holes of the board across from you. When you throw, you may not step past the front edge of the board that is next to you. You may throw the bag however you like. After you throw 1 bag, your opponent throws 1 bag, and you alternate throws until all the bags are thrown. Bags may not be moved after thrown nor rethrown. Once all 6 bags have been thrown, you calculate points.
Bags score 1 point if they are in the front hole, 2 in the middle, and 3 in the back hole. A bag not inside a hole at the end of the round scores 0 points. Each team’s points cancel each other out so only 1 team will score each round. For example, if blue has 3 points and red has 5 points, then red would score 2 points for the round and add it to their score.
Gather up the bags and the team that scored the most points in the round throws first in the next round. If it is a tie, then the team that threw first last round throws first again. Rounds also alternate which set of players throws and the direction of the throws.
The first team to reach 21 points or more points, leading by 2, wins!
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How to play Horseshoes
Learn the rules to the sport Horseshoes quickly and concisely - This video has no distractions, just the rules.
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RULES:
The object of the game is to be the first player, or team, to score 21 points, leading by 2. Hammer in the stakes 40 feet apart on level ground. Regulation games are played with each stake in the center of an official pit measuring 36 inches by 48 inches. Grass can be used for casual play.
Each team picks a side of one of the stakes and their teammate goes directly in front of them next to the other stake. On one side, give each team 2 horseshoes of the same color. Pick a team to throw first, called “pitching”. To pitch, you must pitch both horseshoes, one at a time, towards the far stake. All throws must be underhand and happen from behind the back edge of the closer stake. Once you have pitched both horseshoes, your opponent next to you pitches. Once all 4 horseshoes have been pitched, you calculate points. Only 1 team scores each round as indicated by having the closest horseshoe.
Horseshoes must be within a 1 horseshoe-width distance of the stake to be considered for points. The closest horseshoe within this range scores 1 point. If you have two horseshoes in this range closer than any of your opponent's horseshoes, then you score 2 points. There is an additional optional scoring method you can use where if no horseshoe is within the scoring distance, then the closest horseshoe scores 1 point. A horseshoe touching or leaning against the stake is called a “leaner” and is considered closer than any adjacent shoe except ringers.
A “Ringer” is any horseshoe that completely encloses the stake so the ends can be touched with a straight edge without touching the stake. A single ringer is worth 3 points. If you have the closest horseshoe and a ringer, you get 4 points. If your opponent throws a ringer on top of yours, their ringers cancel one of your ringers out. If you have 2 ringers you score 6 points.
The team that scored points pitches first in the opposite direction towards the other stake. Play continues until one team reaches 21 or more points, leading by 2, then that team is the winner.
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How to play Disc Golf | Line Putting Drill
Learn the rules to the Disc Golf Line Putting Drill quickly and concisely - This video has no distractions, just the rules.
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RULES
Setup the basket and stand at a comfortable distance and throw 2 discs, one after another, into the basket. If you make both of them, take 1 step backwards and try again but this time with 4 consecutive discs. If you make all those, take another step backwards and try it with 6 discs. Keep going backwards increasing your discs by 2 until you miss a shot. Whenever you miss a shot, take a step in and reduce the discs by 2. Practice starting at different distances to increase your skill.
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